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Game Experience May

Change During Online Play


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Chapter 1: Welcome to the War..................................................................................................................... 02
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The Infinite War........................................................................................................................ 02
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Managing Your Economy ....................................................................................................... 12
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Unit & Building Costs ............................................................................................................. 12
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Support Commander Functions & Commands ................................................................ 13
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Waypoint Management .......................................................................................................... 14
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© 2007 Gas Powered Games Corp. All rights reserved. Gas Powered Games and Supreme Commander are the exclusive trademarks of Gas Powered Games Corp.
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DirectX 9.0C Required
You are required to have DirectX version 9.0c (included on the Installation Disc) or later to
The INFINITE WAR play Supreme Commander.

The year is 3844.


The Infinite War has raged for over 1,000 years between three human factions: United Troubleshooting
Earth Federation (UEF), Aeon Illuminate and Cybran Nation. Quantum Gate technology
grants any of the factions near-instantaneous travel across the galaxy. Massive Armored Please refer to the Readme.txt file (located on the Installation Disc) for the latest
Command Units can construct and unleash entire armies anytime and anywhere. information regarding troubleshooting and technical support.

The war has claimed billions of lives. Entire planets have been turned into nothing more
than dead rocks floating in space.
There is no room for compromise. MAIN Menu
There is no room for mercy.
Only you can end the Infinite War. The Main Menu is the central hub for accessing all aspects of Supreme Commander.
From this screen, you can start or continue a single-player campaign, change a variety of
options, join a multiplayer game or play a skirmish game against the computer. All of the
INSTALLING SUPREME COMMANDER specifics of the Main Menu are covered below.

Insert the Supreme Commander DVD, or Disc One, into your disc drive. When the Campaign
Installation Screen appears, click Install and follow the instructions as they appear
on the screen. There are three single-player campaigns in Supreme Commander, one for each faction.
By selecting the Campaign button, you can begin a new campaign, continue an existing
If the Installation Screen does not appear, double-click the My Computer icon on your campaign or load a saved game.
desktop, then double-click the disc drive containing the Supreme Commander disc. Find
and double-click Setup.exe to launch the Installation Screen. Click Install and follow the
instructions as they appear. Multiplayer
Online multiplayer requires the use of Supreme Commander’s free matchmaking service, which
Enter the cd key is installed when you install Supreme Commander. Within the game itself, you can create and
play LAN or Direct Connect games; click the appropriate button for those game types.
You will be asked to enter a unique CD Key during the installation process. Your key
is located on the back page of this manual. You must have a valid CD Key in order to Skirmish
complete the installation process and play Supreme Commander.
In Skirmish mode, you play against computer-controlled opponents on a variety of
Protect your CD Key: do not let anyone else use it. Place the game case and manual in a multiplayer maps.
secure location; you will need them if you ever need to reinstall the game. Neither THQ nor
Gas Powered Games will ever ask you for your CD Key.
Tutorial
updates and patches The Tutorial offers detailed explanations of Supreme Commander’s gameplay features.
Once you have started the Tutorial, you can watch videos that clearly demonstrate specific
gameplay features, and then try out those features yourself in a non-hostile sandbox mode.
Check the Supreme Commander Web site (http://www.supremecommander.com) or
THQ’s support site (http://www.thq.com/support) for any updates or patches prior
to playing the game. In addition, when you log in to the online service, it will Mod Manager
auto-detect if your game needs to be updated. It will then automatically download
and install any available updates. Enables and disables mods. Please see the Readme.txt for more information.

 CHAPTER 1 CHAPTER 1 
Replay Additional resources
Any recorded games are accessed from this menu option. If you would like additional help, please visit http://www.supremecommander.com.
You will find community help as well as information from members of the Supreme
Commander development team.
Options
You can access a wide variety of options through the Options menu that determine how
Supreme Commander looks and plays. Click Options and then the appropriate section to
make your adjustments.

About: This section contains the game credits and EULA.


Gameplay: All of the gameplay-related settings are adjusted in this section. You can
change the economy warnings, whether or not to display tooltips and other options.
Sound: Adjust your audio settings.
Video: Adjust video settings such as resolution, anti-aliasing, etc. Supreme Commander
offers dual-monitor support, and that feature is enabled in the Video options.
Please Note: The hardware requirements for dual-monitor use are much higher than they
are for a single monitor.

important concepts
Although this manual will explain in great detail how to play Supreme Commander, there
are a few concepts that you should immediately familiarize yourself with:

Shift Command & Control: By holding down the Shift key, you can issue multiple move
and attack orders, as well as create construction queues. Simply hold down Shift while you
issue your commands.

Tech Tree: There are three primary tech levels in Supreme Commander (and a fourth,
experimental level). You access the higher tech levels by upgrading your factories and then
building an Engineer at that level. (Tech 3 Engineers can construct experimental units.)

Strategic Zoom: You can instantly zoom in or out by scrolling your mouse wheel.
This gives you a close–up view of a specific area or of the entire Theater of War. (If you
do not have a mouse wheel, you can also zoom in and out with key strokes. Q zooms in
and W zooms out.)

Camera Control: By holding down the Spacebar key and moving your mouse, you can
change how you view the battlefield.

 CHAPTER 1 CHAPTER 1 
indicates how much Mass
Indicates how much Energy
you have available and the you have available and the
rate at which it is increasing rate at which it is increasing
or decreasing. or decreasing.

1- military
2- Unit Color
3- e conomy
4- i ntelligence
5- o pen and close
mini map

By clicking on
a building or unit,
you can see your
construction options.
The Mini-Map is an effective way
of getting a quick snapshot of
the entire battlefield. It can be
toggled on or off.

Your available tech


levels are viewed Unit-specific orders.
via these buttons.

 G ame S creen & USER INTERFACE 


ACU upgrades
During the course of a mission, you can upgrade your
ACU overview & history ACU with a variety of additional construction and weapon
systems. The available upgrades depend on the faction.
The Armored Command Unit (ACU) is the most recognizable, powerful and flexible weapon Also, you can only have one upgrade per slot at a time.
in the Infinite War. It is your avatar on the field of battle, and you will use it to direct your
military operations. All of the upgrades are outlined below; remember that ACU upgrades will cost
you Mass, Energy and time. While your ACU is being upgraded, it cannot engage
Used by all three factions, the ACU was originally developed by the Earth Empire (which in any other building activities, nor can it move. Moving your ACU while it’s being
later became the UEF) as a solution to the unique transportation problems of the Quantum upgraded will cancel the upgrade.
Gate Network. The Earth Empire needed to be able to project military power to any world
connected to the Network, but the logistics and costs of sending physical matter across the
galaxy made teleporting large armies difficult and prohibitively expensive. CYBRAN ACU UPGRADES
Back:
The ACU is a personal, armored exoskeleton several times larger than a normal human, Personal Teleporter: Lets your ACU teleport across the battlefield.
operated by a single highly-trained and motivated pilot. Although the pilot is constantly in Requires large amounts of Energy.
communication with his command structure via the onboard Quantum Communication Personal Cloaking Generator: Cloaks your ACU from visual detection. Can be upgraded.
system, the pilot is in sole command of the forces on the battlefield. Resource Allocation System: Increases the ACU’s resource generation.

Left Central Housing:


Construction Tech 2 Engineering Suite: Increases your building options. Can be upgraded.
The primary mission of the ACU is to construct and command a robotic army. Because Advanced Cooling Upgrade: Increases ACU’s rate of fire.
it cannot bring a large force with it through a Quantum Tunnel, it stores digital template
patterns of basic military base structures within protected banks of synthetic DNA memory Right Central Housing:
storage. Its Proto-Crafter does the rest. Microwave Laser Generator: Central chest weapon.
Nanite Torpedo Tube: Central chest weapon.
Using the power from its onboard fusion reactor and an initial store of Mass, the ACU can
build basic Energy and Mass resource collectors at the target site. (the ACU also generates
resources on its own, although on a much smaller scale.) Factories capable of building basic AEON ACU UPGRADES
military units can also be constructed; from these factories, Engineers can be constructed, Back:
which, in turn, are able to build even more complex structures. Personal Shield Generator: Generates a shield around the ACU. Can be upgraded.
Personal Teleporter: Lets your ACU teleport across the battlefield. Requires
As long as the environment can provide Energy and Mass, the ACU can produce basic units large amounts of Energy.
indefinitely. Those units, in turn, can utilize the same basic system to create structures of Resource Allocation System: Increases the ACU’s resource generation. Can be upgraded.
increasing complexity, size and power. Chrono Dampener: Creates an area-of-effect stun field.

Left Central Housing:


Command Crysalis Beam Augmentation: Increases range of main cannon.
The ACU utilizes state-of-the-art communication and data analysis systems that specialize in Tech 2 Engineering Suite: Increases your building options. Can be upgraded.
the coordination of large military forces and the management of a growing base of operations.
Right Central Housing:
A powerful virtual-reality interface links the pilot to all subordinate units. This enables the Enhanced Sensor Systems: Greatly increases the Omni and optical radius of the ACU.
pilot to assess the needs of the battlefield and direct his forces as necessary. The pilot may Heat Sink Augmentation: Increases the main cannon’s rate of fire.
order single units or entire fleets to attack, defend and perform complex maneuvers. The
interface is entirely scaleable to suit the pilot’s needs in any of these situations, no matter
how extreme.

The same VR interface also allows the pilot to organize and plan the effective construction
of one or more bases of operations.

 CHAPTER 2 CHAPTER 2 
UEF ACU UPGRADES
Back:
Personal Shield Generator: Generates a shield around the ACU. Can be upgraded.
Personal Teleporter: Lets your ACU teleport across the battlefield. Requires There are two resources in Supreme Commander, Mass and Energy. (Mass is the essential
large amounts of Energy. building block of every unit and structure, while Energy represents the power required
to build and operate some units and structures.) Both resources are collected from the
Tactical Missile Launcher: Enables your ACU to fire tactical missiles. Can be upgraded. surface of the planet via structures that can be built by either your ACU or an Engineer.
Left Shoulder Pod: Creates a construction drone. Can be upgraded.

Left Central Housing: MASS


Damage Stabilization System: Increases your ACU’s hitpoints and rate of
armor regeneration. There are three ways to collect Mass, but the primary method is through the use
Tech 2 Engineering Suite: Increases your building options. Can be upgraded. of Mass Extractors. As you progress through the three Tech levels, you can build
increasingly larger Extractors that drill deeper into the surface of the planet. However,
Right Central Housing: all Mass Extractors must be constructed on the areas of that map that have been
Heavy Anti-Matter Cannon: Increases the amount of damage caused by the ACU’s designated as Mass Deposits.
primary weapon.
Resource Allocation System: Increases the ACU’s resource generation. A secondary way to collect Mass is through reclamation. As units and buildings are
destroyed, they leave behind charred remains. You can order your ACU or an Engineer to
destruction of acu “reclaim” this Mass by selecting the appropriate unit and then right-clicking on the remains.
The Reclaim icon will automatically appear, and the unit will move to gather the remains.
Although your ACU is designed to weather an extreme amount of damage, it is not
invulnerable. If enough damage is inflicted upon it, it will be destroyed in a massive You can also extract Mass by “reclaiming” environmental objects, such as rocks and trees.
thermonuclear explosion. The resulting blast will destroy and/or damage anything within (Rocks give only Mass, while trees give Mass and Energy.) The instructions are the same
the radius of the blast. Always be aware of your ACU’s status. as outlined above.

The third way to collect Mass is through the use of Mass Fabricators. These structures
take your excess Energy and convert it to Mass. The use of Fabricators can be an
important strategic move, especially if you find yourself cut off from Mass Deposits. To
maximize the efficiency of Mass Fabricators, construct them adjacent to your Energy-
producing buildings.

Data-Link: Mass Fabricators require a rather significant amount


of Energy, so before constructing Fabricators, ensure that your
Energy levels are sufficient. After building a Fabricator, you can
always turn it off if your Energy is depleted.

Energy
The primary way to gather Energy is through the construction of Power Generators. These
can be constructed at any location on the map, but it is advised that you construct them
adjacent to your factories and other buildings. (Adjacency is explained later in this chapter.)
Like Mass Extractors, there are three levels of Power Generators that you can build.
Certain planets have large hydrocarbon deposits beneath the surface, and you can tap
into that Energy source by constructing Hydrocarbon Power Plants. The locations of the
hydrocarbon deposits are located on the map; Hydrocarbon Power Plants can only be
constructed at those locations.

10 CHAPTER 2 CHAPTER 3 11
Storage
You can create additional storage for both Energy and Mass. Simply order one of your
Engineers to construct the appropriate storage building. Constructing storage buildings Your primary mode of control in Supreme Commander is the mouse. The mouse
not only keeps your excess resources from being wasted, it also increases the overall cursor is context-sensitive, so depending on the action that you wish to perform, it will
amount that you can collect and store. automatically adjust to fit that command. This section offers more detail about how the
Command and Control system works.

managing your economy


ACU commands
Although the collection of Mass and Energy is largely automated, you will need to keep
an eye on your economy at all times. There are several key concepts that you should Because your Armored Command Unit is the most important unit in the game, it also has
familiarize yourself with: the most robust command system. In order to issue a command, left-click the appropriate
Income: The rate in which resources are being produced command button and then left-click on the object or location. You can also right-click on the
Expense: The rate in which resources are consumed object or unit and use the context-sensitive cursor to issue the order.
Net Income: The difference between Income and Expense
Storage: Mass or Energy that is stored in a structure that is used only when Move: Orders your ACU to move to a user–specified location.
the Net Income of either resource is negative Attack: Orders your ACU to attack a specific unit or building.
Stalled Economy: When Mass or Energy storage is at zero and the net income is Patrol: Orders your ACU to patrol a specific area.
negative. A stalled economy will result in the slowing of construction Stop: Halts your ACU’s current action.
Assist: A dual-purpose command, your ACU can guard a unit or
building or assist an Engineer with its construction.
unit & building costs Hold Fire/Return Fire: Changes the ACU’s combat status.
It will aggressively engage the enemy.
Before constructing a unit or building, it is a good idea to get a sense of how it will Pause: Pauses the ACU’s current action.
impact your overall economy. If you scroll over a build icon, a window will appear with Overcharge: Overcharges your ACU’s primary weapon; once charged, it can
two numbers: Build Cost and Operational Yield. The first is the direct cost of constructing destroy almost any other unit in the game.
the unit or building; the second is how much the unit positively or negatively impacts Reclaim: Orders your ACU to collect specified resources on the battlefield.
your overall economy. Capture: Orders your ACU to capture the specified structure.
Repair: Orders your ACU to repair a unit or buildings.
The latter figure is especially important to consider when you are
contemplating constructing structures like shield generators, artillery or
other Energy–consuming structures. support commander
Adjacency & other bonuses functions & commands
By constructing Energy-producing buildings next to your factories and other structures, Depending on the circumstances on the field of battle, you may choose to call in
those structures will receive an adjacency bonus. The amount of bonus that you receive is a Support Commander who will help you with your war efforts. You must build a
determined by how many sides of the structure are “attached” to Power Generators. Quantum Gateway in order to request a Support Commander. The Support Commander
has all of the functionality as your primary ACU, but it can also be ordered to carry out
Each side amounts to 25% of the total bonus, so if one of your factories has Power automated tasks.
Generators on one side only, it will receive 25% of the bonus. Two sides equals a 50%
bonus, three is a 75% bonus and all four sides gives you the full bonus. The number of Your Support Commander can assist any number of structures; create an assist queue
Power Generators required on each side is determined by the size of the building and the by holding down Shift. If any of the structures your Support Commander is assisting are
size of the Power Generator. destroyed, the Support Commander will automatically rebuild them.

In addition, if one of your buildings is destroyed by the enemy, you can construct a new,
identical building on the ruins and a receive a construction bonus that reduces the Mass engineer commands
and Energy required to construct the new building.
Because of their specialized nature, Engineers are capable of constructing more units
and structures than your default ACU. They can also assist the ACU, other Engineers and
even factories.

12 CHAPTER 3 CHAPTER 4 13
This can be a particularly effective technique, especially if you need to quickly construct a
large force of units. Simply select an Engineer, or group of Engineers, and order them to
assist a factory. You can use the same technique to increase an Engineer’s building speed;
order a second Engineer to assist the first.

strategic zoom Formations


Formations are an extremely effective way to manage large groups of units. To create
At any time during an operation, you can zoom in or out on a formation, select the units and then hold down the right mouse button. While the
the Theater of War. Simply scroll your mouse wheel, and you’ll right mouse button is held down, click the left mouse button; this will cycle through the
automatically zoom out to a satellite view. From this view, you available formations. When you reach the desired formation, release the right mouse
can still issue commands, such as setting up an attack run or a button. Ctrl+ left-click will order your units to move in formation.
flanking maneuver on the enemy’s position. You can also set up
coordinated attacks, which are covered in the next chapter.

To zoom in on a specific area of the map, move your mouse over the area and scroll the
Unit & building upgrades
mouse wheel (or use Q and W, as outlined earlier). You’ll then zoom in on the area of the
There are three tech levels in Supreme Commander (and an experimental fourth level),
map that you wish to explore in greater detail.
and each one unlocks additional weaponry and structures. To reach the next tech level,
upgrade one of your factories. This will unlock the units available at that level (while still
allowing you to construct units at the lower level).

Waypoint management Once you have upgraded a factory, construct an Engineer at your highest tech level. That
new Engineer will be at the same tech level as the factory and will be able to construct
By holding the Shift button, you can see and create a structures at the higher level.
variety of waypoints by right–clicking on different areas of
the map. Waypoints will be broken into different
segments with circles; to change one of those segments,
mouse over the waypoint and the cursor will turn into Data-Link: Once you have upgraded your factories, the tech
a hand. Move the hand to drag the waypoint position. level of your current Engineers does not change. If all of your
factories are at Tech 2, any Tech 1 Engineers that you have will not
be able to construct Tech 2 structures. However, they will be able
to assist Tech 2 Engineers.
Construction queues
As soon as you begin constructing a factory, you can Transporting units
queue up the construction of units. Click the outline
of the factory as it’s being constructed and click the unit One of the most effective ways to move your ground units
icons to create the queue. If you hold down Shift while around the battlefield is through the use of transports. The
clicking, you queue up five units of that type. amount that each transport can carry is determined by its tech
level; higher level transports will be able to carry a larger
number of units.
You can also order the factory to upgrade and then queue up higher-level units.
There are several ways to use Supreme Commander’s transport system. The most basic
is to select a group of units, the transport and click the Move order. Once the units are
loaded, click the transport’s Unload command and left-click on the map. It will then move
Data-Link: To group a large number of units together, simply the units to that location and drop them off.
select the units and press Ctrl + 0-9. Because each number can However, the demands of battle can require a more robust transportation system. In those
form its own group, you can have up to 10 groups of units. instances, you can set a factory’s waypoint at a position across the map and then order
a transport to assist the factory. The transport will load up units as they are constructed,

14 CHAPTER 4 CHAPTER 5 15
transport them to the waypoint, unload them, and return to the factory. The transport will
continue this process as long as there are units.
missile deployment & use
There are both offensive and defensive missiles in Supreme Commander; the latter will
A third way to transport units is via the ferry system. Select a transport, left-click the Ferry
shoot down any incoming enemy missiles, and there are two types of offensive missiles
command and left-click the transport’s destination. A Ferry Beacon will then appear under
that you can deploy – tactical and strategic.
the transport. Select the units that you wish to move and left-click the ferry beacon to
“load” them; the transport will gather up as many units as it can hold and move to its
Tactical missiles have a shorter range, but can be extremely effective when used against
destination. It will continue this process until all units have been transported.
concentrations of enemy units. To determine the range of your tactical missiles before you
actually build the launcher, scroll out a bit and look for the circle that marks the effective
range of your tactical missiles.

Data-Link: Transports can assist each other with ferry routes, so Nuclear missiles have no range limitations and can utterly decimate an enemy’s base. Both
you can have several transports using the same route. Simply order nuclear and tactical missiles have substantial Energy requirements, so make sure that your
economy can handle the load prior to construction.
additional transports to assist the first one.

Patrols Data-Link: After constructing the missile launcher, you must


Patrols are an extremely effective way of detecting and engaging enemy advances. You can
construct the individual missiles. Select the launcher and
order ground, sea and air units to patrol a given location. click the Build Missile button.
To start a patrol, select your units, left-click the Patrol command and left-click the position
on the map where the patrol should end. To extend the patrol’s length, hold down Shift and
click to add additional waypoints.
Shields
If you want to see the patrol route once your units are on the move, hold down the Shift
button while the units are selected. To lengthen the patrol, or alter its path, simply hold Although shields require a great deal of Energy, they also
down Shift and left–drag the waypoints to a new location on the map. provide excellent protection from ballistic-style munitions,
such as bombs, artillery shells and small yield missiles.
Air units on patrol have a limited fuel supply. If they run low on fuel, they will become slow Outgoing munitions pass through the shield, so it does not
and unmaneuverable, but they can still return fire. Construct Air Staging Platforms along disrupt your defenses. However, if enemy units are able to
the patrol route, and your aircraft will automatically land, refuel and resume their patrol. If get inside shield, the shield will no longer provide protection.
your Air Staging Platforms are at another location on the map, you must manually order
your aircraft to land and refuel. Shields do not provide permanent protection; as they take damage, the Shield Bar will
slowly decrease. When it reaches zero, the shield will turn off and slowly regenerate. There
are both mobile and fixed shield generators.

Coordinated attacks
An advanced technique for waging war on your enemies involves Coordinated Attacks. By
using this system, you can pull different types of units from any location on the map and
order them to simultaneously attack a designated target.

In order to issue this order, be sure that your forces are broken into different attack squads.
Give the first squad its attack order; then, while holding down the Shift button (so you can
see all of the orders), select the second squad and double-click on the first squad’s attack
order. Your units will now initiate a Coordinated Attack.

16 CHAPTER 5 CHAPTER 5 17
Knowledge of your enemy’s capabilities, movement and location are all extremely
important if you are to emerge victorious. There are several key elements to the United earth federation
Intelligence War, all of which are detailed here.
The Earth Empire, which would eventually become the United Earth Federation, was the
original society from which the other two factions (Aeon Illuminate and Cybran Nation)
Stealth & cloaking splintered. Through innovation, ambition and desire, the Empire expanded its borders into
the furthest reaches of the galaxy. Eventually, the Empire grew so large that it could no
Stealth hides your position from enemy sensors, such as scouts and radar installations. It longer support itself; it fragmented and the Empire plunged into chaos and civil war.
does not guard against actual visual confirmation, though, so if enemy units are able to
penetrate within the hidden area, your position will be revealed. There are both mobile and Only the core of Earth Command (EarthCom), the military arm of the now shattered Earth
fixed stealth generators. Empire, remained to carry on the torch of a united Earth-descended government. They
gathered power and initiated a strategy to reunite all worlds under Earth’s banner. As the
Cloaking, on the other hand, protects you from visual confirmation but does not protect United Earth Federation (UEF), they are driven to restore their former glory, pursuing
you from radar. Some units, such as the Cybran ACU, can be upgraded with both stealth the ideals of brotherhood, honor and tradition– the virtues that once made them great.
and cloaking, making them invisible to everything except the Omni Sensor radar system. This time they promise to remain conscious of the forces that led to the original Empire’s
downfall by tempering their individual ambitions with a new, united camaraderie.

Radar & Jamming Culture


The average UEF citizen is not much different from a 20th Century citizen of Earth. They
The radar that you construct can be upgraded at any time,
are artisans, athletes, craftsmen, warriors and philosophers. They desire stability and
regardless of your tech level. As you upgrade your radar,
order, but their ideas on how this should be achieved vary widely. Ancient religions are
it increases in both range and the amount of information
as varied and diverse as they were in pre-war days and continue to be a motivating factor
that you receive. Scouts offer limited radar capabilities,
for many.
so an effective strategy in the early stages of a battle is
to send out scouts and place them at key, strategic
Even if individuals differ in their political or social perspectives, the single most common
positions and chokepoints.
trait shared by every UEF citizen is their sense of brotherhood and community. Positively
contributing to society and personal improvement is a way of life for UEF citizens. For this
Some units can “jam” enemy radar systems by flooding the area with false-positive hits
reason, UEF communities very rarely contain vagabonds and homeless individuals.
that make it impossible to know which “hits” are real, and which ones are fake.

The Omni Sensor radar system is able to neutralize all enemy counter-intelligence efforts. It Military
prevents false-positives from flooding the radar screen and reveals all units and structures In general, UEF military units are larger, more aggressive versions of 20th Century military
hidden via cloaking or stealth. hardware; everything is bigger, louder, bristles with more weapons and packs a more
impressive punch.The UEF prefers weaponry that causes impact damage, such as various
ballistic munitions, and area-of-effect ordinance that causes widespread destruction, such
as nukes and radiation devices. They also make excellent use of lasers and plasma weapon
technology to pinpoint sensitive areas on large military units. They tend to announce their
impending attacks by utilizing brute-force jamming techniques before moving in for the kill.

UEF military tactics are the most conventional of the factions, with a focus on concentrated
fire to bring down enemy units quickly and effectively. They also have a penchant for strong
defenses, giving them precious time to marshal a response to an unexpected attack.

UEF soldiers, and especially their Commanders, are subjected to heavy genetic engineering.
Thorough psychological screening for loyalty and sanity has become a requirement since
a few Commanders went rogue during the Empire’s infancy. While this still can happen, the
process helps ensure that each Commander believes unquestioningly in their duty to lead
mankind out of the current chaos of war and into an Age of Peace.

18 CHAPTER 6 CHAPTER 7 19
Key UEF Characters Name: Zachary Arnold
Rank: Colonel
Age: 47
Name: C. Allen Riley II
Rank: President & EarthCom
A weathered man in his late 40s, Colonel Zachary
Commander-in-Chief
Arnold has spent the better part of his life in the UEF.
Age: 54
Though he is well past the maximum age
for field service, Arnold has used his extensive
One overarching goal has dictated President connections to stay in combat. Because he has few
Riley’s 10-year tenure as President of the United true friends and his wife died of cancer many years
Earth Federation: ending the Infinite War. ago, Arnold prefers to stay on the frontlines,
Administrative records indicate that Riley hopes waging his own style of warfare against the UEF’s
to achieve this goal by aggressively attacking the enemy along two fronts. enemies. Arnold has been at the forefront of so
many battles that both the Aeon and Cybrans have extensive files on him. It is even
A data cull from UEF Quantum communications reveals a distinct increase in the UEF- rumored that all Aeon Commanders-in-Training are required to attend a special seminar
generated propaganda directed against both the Aeon Illuminate and the Cybran Nation. on his favored tactics.
Said propaganda has resulted in substantial increases in the morale and allegiance of
systems along the outer rim of UEF-controlled space.

Under Riley’s authority, significant improvements have also been made to all aspects
of the UEF military, and the amount of money funneled into “black op” weapons has
dramatically increased.
UEF Units & Structures
All available polling data suggests that Riley maintains a high degree of popularity in the
eyes of both the civilian sector and the military. A closer examination of the data reveals T3 Support Commander Support Command Unit
that this is largely a result of Riley’s spotless military record as a former UEF Commander
and his reputation for cutting through bureaucracy. This unit can continually rebuild and repair any unit or structure.
It is self-repairing and capable of traversing through large bodies
Name: Samantha Clarke of water. The Support Commander is summoned through a
Rank: General Quantum Gate.
Age: 49

The daughter of Stephen Clarke, acknowledged T1 Land Scout “Snoop”


hero of the battle of Nova Prime, General Samantha
Clarke made a binding offer to join the United Earth The UEF scout is a fast, lightly armored reconnaissance vehicle
Federation military at age 16 and enlisted on her 18th that sports a machine gun and a state-of-the-art sensor suite.
birthday. Early service records indicate Clarke
volunteered for the least-attractive duties,
demonstrating that she was determined to succeed T1 Light Assault Bot “Mech Marine”
without trading on her father’s name.
The primary role of the Mech Marine is direct fire support. This
As one of the youngest Commanders in UEF history, Clarke fought in campaigns that lightly armored ground unit sacrifices damage potential and
stretched across numerous systems. Medical logs indicate that she was injured during the staying power for superior speed and maneuverability.
bitterly contested, nine-month battle for Scorpii 18; she was one of the few survivors to
emerge from that conflict.

UEF security systems record two assassinations attempts against Clarke, both of which
T1 Mobile Light Artillery “Lobo”
were initiated by the Cybran Nation. Both attempts met with failure and the capture of the
The Lobo is a versatile mobile artillery unit. Its long range, high
Cybran agents involved.
ballistic arc and area damage make it perfect for softening mobile
enemy units. It is vulnerable to units that can engage it at short range.
The highest-ranking officer in the UEF, Clarke directs all aspects of the UEF’s campaign
from her war room on Earth.

20 CHAPTER 7 CHAPTER 7 21
T1 Mobile Anti-Air Gun “Archer” T3 Siege Assault Bot “Titan”

An incredibly fast rate of fire and good turret tracking capabilities Aside from experimental units, the Titan is the biggest, toughest unit in
makes the Archer a good defense against all but the fastest moving the UEF arsenal. It features dual Heavy Plasma Cannons, giving it an
air targets. unprecedented level of firepower.

T1 Medium Tank “MA12 Striker” T3 Mobile Heavy Artillery “Demolisher”

The mainstay of the Earth forces, the Striker packs focused firepower The preferred mobile artillery piece for many Commanders, the
and armor into a sturdy shell. Recent upgrades to the Striker’s build Demolisher fires Anti-Matter Shells from a purpose-built long-range
pattern equipped it with a standard Gauss Cannon. artillery cannon. The Demolisher cannot fire while moving.

T2 Heavy Tank “Pillar” T4-X Mobile Factory “Fatboy”

The heaviest tank in the UEF arsenal, the Pillar features Dual Gauss With armor and firepower equivalent to a standard UEF Battleship, the
Cannons that fire high explosive ordinance. With its heavy armor, the Fatboy can roll into hostile territory and not only defend itself, but also
Pillar has become a staple of UEF armies. create an entire army on-the-fly.

T2 Amphibious Tank “Riptide” T1 Air Scout “Hummingbird”

While the UEF’s amphibious tank does only light damage, its rate The standard air scout for UEF forces, the Hummingbird sacrifices
of fire can make quick work of even the thickest hulls. The unit’s air weapons and armor for an advanced optical suite that gives it an
cushion lets it traverse across any body of water. excellent field of vision.

T2 Mobile Missile Launcher “Flapjack” T1 Interceptor “Cyclone”

With its Tactical Cruise Missiles, the Flapjack has almost twice the The standard UEF Interceptor, the Cyclone is a fast, maneuverable
range and firepower of the Lobo. It also features heavier armor and a craft that sports linked Anti-Air Railguns as its armament.
stabilizer system that lets it fire while on the move.

T2 Mobile Anti-Aircraft Flak Cannon “Sky Boxer”


T1 Attack Bomber “Scorcher”
The Sky Boxer is an excellent companion to mobile armor. It is often
used as a temporary base defense when a Commander has not been The workhorse of the UEF air efforts, the Scorcher is an effective area
able to build the heavier Flak Cannon. bomber that is useful against both mobile and stationary targets.

T2 Mobile Shield Generator “Parashield” T1 Light Air Transport “C-6 Courier”

The Parashield makes use of the latest generation of UEF Pulse Shield The basic UEF transport, the Courier can rapidly transport up to six
Generators. Mounted on a mobile chassis, the Parashield is extremely units to any location on the field. However, the Courier is extremely
useful in protecting moving units. vulnerable to both anti-air fire and Interceptors.

22 CHAPTER 7 CHAPTER 7 23
T2 Gunship “Stinger” T1 Frigate “Thunderhead” Class
The Stinger is armed with a single Riot Gun, which fires at an The UEF frigate is designed to offer both fire support and radar and sonar
extremely high rate. A transportation clamp allows the Stinger to pick capabilities. The Thunderhead also houses an onboard radar jammer.
up a single light vehicle or bot and transport it into battle.

T1 Attack Submarine “Tigershark”


T2 Torpedo Bomber “Stork”
The Tigershark attack sub is a powerful and fast anti-naval unit. It has
A twin-tailed plane, the Stork carries a payload of Angler torpedoes dual forward-firing torpedo bays and a Plasma Cannon that can fire
that it uses to excellent effect against any naval unit. when the Tigershark surfaces.

T2 Cruiser “Governor” Class


T2 Air Transport “C14 Star Lifter” The Governor’s primary role is that of anti-aircraft platform. It houses
an anti-missile system, a SAM missile system, a Dual Gauss Cannon
The C14 is a heavily armed troop transport. It is also capable of and a Tactical Cruise Missile Launcher.
carrying tanks, vehicles or any other unit that can fit within the
transport’s clamp system.
T2 Destroyer “Valiant” Class
T3 Spy Plane “SR90” The Valiant offers a mix of direct fire and anti-submarine weaponry.
The Valiant includes an Angler Torpedo Bay and a Smart Depth Charge
The SR90 carries state-of-the-art electronics and has an active radar launcher which can intercept and destroy enemy torpedoes.
system. Though quite fast, the SR90 lacks any weapons and is
vulnerable to Interceptors.

T3 Battleship “Summit” Class


T3 Air-Superiority Fighter “Wasp” The Summit is a powerful shore bombardment and anti-ship vessel. It
houses three Tri-Barreled Heavy Gauss Cannons, four Anti-Air Railguns
The next evolution in UEF fighter technology, the Wasp is armed with and two Anti-Missile Phalanx Guns.
two Rapid Pulse Beam systems. These beams are designed to inflict
maximum damage against lightly armored enemy aircraft.

T3 Strategic Missile Submarine “Ace”


T3 Strategic Bomber “Ambassador” The Ace is a submersible missile platform. Its primary arsenal is an
array of Long-Range Tactical Missiles. The Ace can refit one of its cruise
The Ambassador compliments its small yield nuclear bomb with a missiles for extra range and with a nuclear warhead.
single Railgun for light anti-air support and defense.

T3 Heavy Gunship “Broadsword” T4-X Submersible Aircraft Carrier “Atlantis”


The upgrade to the Stinger, the Broadsword features two Tactical With its ability to submerge, the Atlantis can safely transport a fleet of
Rocket Launchers, which fire armor-piercing ordinance, and an Anti- aircraft great distances. It can also act as a mobile Air Staging Platform.
Air Railgun. It is a ground-attack platform without equal.

24 CHAPTER 7 CHAPTER 7 25
T1 Point Defense “DM-1” T2 Torpedo Launcher “Tsunami”

The standard point defense of most colonies and installations, the Launching bursts of four Angler torpedoes, the Tsunami is the top-of-
DM-1 inflicts a solid rate of damage for the construction and operating the-line UEF naval defense. The Tsunami can only be built in water.
costs incurred.

T1 Anti-Air Turret “DA-1” T2 Shield Generator “SD - Pulse”

The UEF’s base level anti-air defense is a cheap, efficient air defense The Pulse makes use of the UEF’s latest military technology, the Pulse
turret. This unit can be built on both land and water. When constructed Shield Generator. This shield generator can be upgraded into a Tech 3
over water, it floats on a stabilization platform. version that has a larger area of protection.

T1 Torpedo Launcher “DN-1”


T3 Anti-Air SAM Launcher “Flayer”
The basic anti-naval unit for coastal and facility defense, the DN-1 fires
the standard UEF Angler torpedo that is used by almost all UEF anti- The Flayer’s SAM system is incredibly potent against enemy aircraft.
naval units. The DN-1 can only be built in water. When constructed over water, the Flayer is built on a flotation platform.

Wall Section
T2 Artillery Installation “Klink Hammer”
Formed from calcicrete, an advanced concrete mixture, these wall
sections serve to both block enemy movement and provide minor The permanent support structure allows this artillery installation
cover from direct fire. greater range than its mobile counterpart. It is much more functional
against slow moving or stationary targets.

T2 Point Defense “Triad” T2 Tactical Missile Launcher “Aloha”

The Triad is a potent and decisive base defense. With good range and The Aloha launches Long-Range Cruise Missiles with deadly accuracy.
rate of fire thanks to the three Heavy Gauss Cannons, the Triad can Each missile is constructed by the launcher, and the unit must be
shred any enemy unit that comes within its range. ordered to construct its missiles.

T2 Flak Cannon “Air Cleaner”


T2 Air Staging Platform “Refuel & Repair”
More powerful than the light Anti-Air Railgun, the Air Cleaner Artillery
Flak Cannon is a staple of the UEF anti-air efforts. When constructed The Air Staging Platform (ASP) is a complete refueling and repair
over water, the Air Cleaner is built on a flotation platform. platform designed to extend the effective range of aircraft.

T2 Tactical Missile Defense “Buzzkill” T3 Strategic Missile Defense “Nuke Eliminator”

The Buzzkill has six rotating barrels that fire up to 12,000 rounds a The Eliminator is designed to destroy incoming strategic missiles
minute. Combined with sophisticated tracking software, the Buzzkill before they reach their target. The Eliminator must be ordered to
offers with astonishing speed and accuracy. construct its defensive missiles.

26 CHAPTER 7 CHAPTER 7 27
T1 Air Factory
T3 Heavy Shield Generator “HSD Pulse”
The Air Factory creates the initial mobile units necessary to wage a
The upgrade to the Tech 2 Shield Generator, the HSD features a larger, war. The factory is outfitted to create only air-based units. The factory
more powerful shield, but at an increased operating cost. can be upgraded to Tech 2 and can assist other factories.

T1 Naval Factory
T3 Heavy Artillery Installation “Duke”
The Naval Factory creates the initial mobile units necessary to wage a
The largest standard artillery piece in the UEF arsenal, the Duke fires war. The factory is outfitted to create only naval units. The factory can
the same anti-matter shell as the Demolisher Mobile Artillery Piece, be upgraded to Tech 2 and can assist other factories.
but with a much greater range.

T3 Nuclear Missile Launcher “Stonager” T2 Engineer


The Stonager can create and store up to five nuclear missiles in a This is the upgraded version of the Tech 1 Engineer and is capable of
special, hardened storage chamber. The unit must be ordered to building more complex structures. It is built at a Tech 2 factory.
construct its missiles.

T2 Land Factory
T3 Quantum Gateway
This is the upgrade to the Tech 1 Land Factory. This factory can be
The Tech 3 Quantum Gateway calls a Support Commander upgraded to Tech 3, which gives the factory access to advanced unit
to the battlefield. patterns. It can assist other factories.

T4-X Strategic Artillery “Mavor” T2 Air Factory


The most advanced of the UEF strategic weaponry, the Mavor delivers This is the upgrade to the Tech 1 Air Factory. This factory can be
devastating, pinpoint-accurate firepower at extreme ranges. The Mavor upgraded to Tech 3, which gives the factory access to advanced unit
can shell any enemy position, regardless of the size of the theater. patterns. It can assist other factories.

UEF Construction T2 Naval Factory


T1 Engineer This is the upgrade to the Tech 1 Naval Factory. This factory can be
upgraded to Tech 3, which gives the factory access to advanced unit
The Engineer is a multi-purpose construction, repair, capture and patterns. It can assist other factories.
reclamation unit. It is amphibious and can skim across the water’s
surface to construct naval facilities.

T3 Engineer
T1 Land Factory
This is the upgraded version of the Tech 2 Engineer and is capable of
The Land Factory creates the initial mobile units necessary to wage a building the most complex structures. It is built at a Tech 3 factory.
war. The factory is outfitted to create only land-based units. The factory
can be upgraded to Tech 2 and can assist other factories.

28 CHAPTER 7 CHAPTER 7 29
T3 Land Factory T1 Mass Fabricator
The Mass Fabricator is an ingenious system for converting pure
This is the upgrade to the Tech 2 Land Factory. This factory cannot be Energy into usable Mass. The Energy costs are immense, so it is only
upgraded any further. It can assist other factories. viable when little or no Mass is available.

T1 Mass Storage
T3 Air Factory The Mass Storage Unit increases the maximum Mass capacity of
a Commander’s economy. The MSU dispenses the Mass for the
This is the upgrade to the Tech 2 Air Factory. This factory cannot be construction or operation of vital structures and units. Build adjacent
upgraded any further. It can assist other factories. to Extractors and Fabricators to receive a bonus.

T2 Power Generator “EG - 200 Fusion Reactor”


T3 Naval Factory
The upgrade to the Power Generator, the Fusion Reactor’s construction
This is the upgrade to the Tech 2 Naval Factory. This factory cannot be cost is high. Construction of structures next to a Fusion Reactor
upgraded any further. It can assist other factories. improves the operating efficiency of the adjacent structures.

UEF Resource Management T2 Mass Extractor “Mass Pump”


T1 Power Generator The Mass Pump is upgraded from the Mass Extractor or built by a Tech
The Power Generator is a cheap, solid, stable source of Energy 2 Engineer. This version is more costly to maintain, but results in much
generation. Power Generators can be linked to other structures, giving faster Mass collection.
the linked structure a small reduction in operating costs.

T3 Power Generator EG-900 Fusion Reactor Array


T1 Hydrocarbon Power Plant HCPP - X1000
The Fusion Reactor Array is the best front-line Energy supply available.
Deposits of hydrocarbon-containing natural resources are a viable Construction of structures next to a Fusion Array improves the
form of Energy. The HCPP is much more efficient than a standard operating efficiency of the adjacent structures.
Power Generator.

T1 Energy Storage T3 Mass Extractor “Mass Pump 3”


The Energy Storage Unit increases the maximum energy capacity of
a Commander’s economy. The ESU releases this Energy for either the The Mass Pump 3 is upgraded from the Mass Pump 2 or built by a
construction or operation of vital structures and units. Build adjacent Tech 3 Engineer. This version is more costly to maintain, but results in
to Generators to receive a bonus. much faster Mass collection.

T3 Mass Fabricator
T1 Mass Extractor The Mass Fabrication Facility produces a large amount of Mass at
Mass is a valuable resource in the Infinite War and is mined by Mass an exorbitant Energy cost. Only an infrastructure with a tremendous
Extractors. The Mass Extractor can be upgraded to a more efficient amount of Energy would be able to operate one of these facilities.
version, the Mass Pump.
UEF Intel

30 CHAPTER 7 CHAPTER 7 31
Cybran nation
T1 Radar System SA1 - 1000
The Cybran Nation dates its beginnings back to the original Earth Empire. In 2592, Doctor
The UEF’s standard radar installation is an effective way to monitor Gustaf Brackman, an unparalleled genius in cybernetics, successfully ‘twined’ the first
an area for unauthorized trespassing. The light version has a limited human/AI pair, which became known as a Symbiont. After an initial round of testing,
range and armor, but it can be upgraded. volunteers were recruited.

Over the next few decades, hundreds of thousands joined the program. The Symbionts
T1 Sonar System SP1 - 1000 were placed in key roles throughout the galactic infrastructure. Over time, the Earth Empire
became reliant upon the Symbiont’s speedy AI-assisted thinking, and their ability to perform
The UEF’s sonar installation is very similar to the radar equivalent. complex processes quickly and easily.
Serving as a cheap, short-range detection mechanism, the SP1 does
its job well. The SP1’s sensor package can be upgraded. Unknown to the public, and the Symbionts themselves, Brackman had conceded to
governmental pressure and installed a loyalty program into the AI system of each Symbiont.
In the event that something went “wrong” with the AI, the loyalty program would be
activated and the Symbiont would be under the control of the Earth Empire.
T2 Radar System SA2 - 2000
A short time later, Brackman and a large complement of his Symbiont “children” relocated
The SA2 is a long-range equivalent to the light radar system. The Tech
to a newly colonized system on the edge of the galaxy. Over the next few years, Brackman’s
2 Radar Installation can be upgraded into the Tech 3 Omni Sensor.
colony thrived, earning substantial revenues through the exportation of technology.
Eventually, Brackman and the Symbionts realized the Earth Empire was a hindrance; for
them to truly succeed, they’d have to be led by fellow Symbionts.

T2 Sonar System SP2 - 2000 Brackman personally petitioned the Empire for independence, fully intending to contribute
to the galactic society as they currently were, but freed from the shackles of the slow-thinking
The SP2 is a long–range equivalent to the light sonar system. This Tech fleshy minds of their overseers. This request was flatly refused by the Empire, which viewed
2 Sonar Installation can be upgraded from the Tech 1 version and into the petition as an open act of rebellion. In response, the Empire declared that an occupation
a mobile variant. force would be sent to the world.

Brackman warned that any invading fleet would be met with resistance. The Symbionts had
T2 Stealth Field Generator been designed to be superior to natural humans and it was clear that they were now seen as
inferior – less than human – slaves. Brackman declared the planet a free world for him and
The Stealth Field Generator covers a decent area with an advanced his creations. He christened his people the Cybrans.
radar-stealth field.
When the occupying force arrived, the Symbionts actively resisted them. In response,
the Earth Empire ordered its troops to slaughter the Symbionts. Because of this action,
Symbionts across the galaxy began to riot.
T3 Sonar System SP3
The Empire immediately declared an emergency, and, unknown to the populace at large,
The SP3 is a mobile equivalent to the long–range sonar system. In
secretly activated the loyalty program that Brackman had placed in every AI. This program
addition to a superior sonar range and mobility, the SP3 comes with a
effectively “gentled” the entire Symbiont population, stilling their free will and turning them
bottom mounted torpedo turret.
into docile and obedient citizens, capable of continuing their complex duties but without risk
of rebellion or uprising.

Few people noticed the sudden change in Symbiont behavior because Earth Empire
T3 Omni Sensor Array “SA3 - Omni” propaganda painted Brackman as the villain. The Earth Empire accused Brackman of inciting
the violence in the first place by artificially agitating the Symbionts.
The Omni Sensor Array is the ultimate in intelligence gathering. In
addition to a very long range, the Omni counters stealth fields and Brackman disabled the loyalty programming in the Symbionts within his colony, and they
other cloaking technology. fled into deep space. Today, Brackman lives in secrecy, his life extended through Cybran
technology. He has had to pay the price for this longevity, however, in that he has completely

32 CHAPTER 7 CHAPTER 7 33
lost his physical body. His goal, and that of the Cybran Nation, remains firm – freedom for into the Cybran Nation. Health records concerning Brackman are highly encrypted, but it
every Cybran and overcoming the UEF oppressors who seek to eliminate them from existence. is known that he is over 1,000 years old and kept alive by extremely advanced cybernetic
technology and hardware.

Culture Dr. Brackman continues to lead the Cybran Nation, dedicating his life to finding new ways
The Cybrans are varied and diverse in their interests, except Cybran interests often revolve
to ensure the safety of his people and liberate those Symbionts still under UEF rule.
around technical specializations. The Cybran Nation is composed of loosely affiliated Nodes
(akin to ancient tribes) of people, and many of the Cybrans have augmented their bodies so
that they look more machine than man.
Name: Ivanna Dostya
Cybrans view their captive brothers and sisters with a great deal of sympathy, a view that is Rank: Elite Commander
fostered by Brackman. The Cybrans prime motivation for waging war against the UEF is to Age: 37
overcome their rule and free as many enslaved Symbionts as possible.
All files concerning Ivanna Dostya’s life before
As a result of their beginnings, the Cybrans have come to share a common vision of the age of 18 are incomplete; prior to that time, she
achieving freedom and autonomy through technology. They possess technological aptitude resided on Earth, her AI loyalty programming fully
and a deep, almost kindred understanding of AI. initialized.The earliest data stream concerning
Dostya is a single line mention of her “rescue” at
the hands of elite Cybran Nation commandos.
Military
The Cybran military is composed of guerrilla fighters, assassins, pirates and rogues who hide Additional data streams emerge after Dostya’s enlistment into the Cybran Nation military.
in the shadows. They wait for the precise moment to attack, and then unleash small surgical Records indicate that Dostya’s quick ascent through the ranks was only matched by her
strikes that leave their enemies reeling. For the most part, the individual Nodes are counter- growing reputation for cunning and brilliance on the field of battle. Several of her numerous
cultural in nature, and it is not uncommon for them to wage war amongst themselves. When commendations specifically congratulate her on her uncanny ability to defeat her foes,
pitted against the greater threat of the United Earth Federation and the Aeon Illuminate, no matter the odds. She is one of the the most successful commanders ever to serve the
however, they band together. Cybran Nation.

Key cybran Characters Dostya’s current rank is Elite Commander. In addition, she serves as Dr. Brackman’s personal
military attaché. Service logs from Cybran military installations indicate that it is quite rare for
her to personally appear on a battlefield; she directs her forces from the Cybran command post.
Name: Doctor Gustaf Brackman
Rank: Leader of the Cybran Nation
Age: 1,048
Cybran Units & Structures
Undoubtedly one of the most brilliant minds to have
ever lived, Doctor Gustaf Brackman created the
Symbiont “twining process” that melds an AI with a
T3 Support Commander Support Command Unit
human host. His invention marks him as both the
This unit can continually rebuild and repair any unit or structure. It
literal and figurative “father” of the Cybran Nation.
is self-repairing and capable of traversing through large bodies of
Military logs and operational expenditures clearly
water. The Support Commander is summoned via a Quantum Gate.
demonstrate that Dr. Brackman is one of the greatest enemies of the UEF; there have been
countless assassination attempts made against him. However, historical data prior to the
formation of the Cybran Nation reveals that Brackman was once one of the Earth Empire’s T1 Scout “Mole”
most-favored sons.
The Mole forgoes weapons to make room for a cloaking field
Brackman’s ‘twining’ process promised a new step forward in human evolution and which makes the Mole invisible to line-of-sight, though it is still
seemed to be the key that would continue the Earth Empire’s prosperity. However, the visible to radar and an Omni sensor will reveal it to optical sensors.
loyalty programming Brackman was forced to install in the Symbionts caused him to first
protest through official channels, and then openly revolt. T1 Light Assault Bot “Hunter”
Brackman’s current whereabouts are unknown. What is known is that after openly rebelling The Hunter is a fast strike bot designed to work in groups. Though
against the Earth Empire, Brackman and his “children” fled to the outer regions of known space. it’s lightly armored and does moderate damage, its relatively low
From that location, Brackman formed the first Cybran Node, which eventually morphed cost means a squad of Hunters can be quickly built.

34 CHAPTER 7 CHAPTER 7 35
T1 Heavy Assault Bot “Mantis” T2 Mobile Stealth Field System “Deceiver”

Sporting a Heavy Laser Autogun, the Mantis can lay When the Mobile Stealth System is active, radar signals are
down an impressive field of fire. It can also be ordered to repair dampened. This effect causes units linked to the Deceiver to
itself and other units. not show up on enemy radar systems. This has no effect on
optical sensors, however.

T1 Mobile Artillery “Medusa”


T3 Siege Assault Bot “Loyalist”
The Medusa fires small yield EMP grenades, which can destroy light
units and seriously damage tougher ones. The Loyalist is the Cybran’s heaviest conventional direct fire weapon.
It employs a Disintegrator Pulse Laser as its primary armament and
utilizes a Heavy Electron Bolter to deal with lighter forces.

T1 Mobile Anti-Air Gun “Sky Slammer”


T3 Mobile Heavy Artillery “Trebuchet”
The Slammer incorporates a new Nano-Dart system, which fires a
small rocket-propelled dart that has exceptional speed and homing One of the biggest guns in the Cybran arsenal, it is necessary for the
ability. The Nano-Dart can also be set to fire on land targets. Trebuchet to extend its stabilizing arms before it can fire. It cannot fire
while moving.

T2 Heavy Tank “Rhino”


T4-X Spiderbot “Monkeylord”
The Rhino is a favorite of many Cybran Commanders. Its Dual Particle
Cannon packs a powerful punch that compliments its role as a front The Monkeylord is a land-based juggernaut. Its stealth field system
line attacker. consumes massive amounts of Energy, and its main Heavy Microwave
Laser Generator sweeps across any enemy in its path.

T2 Amphibious Tank “Wagner” T1 Air Scout “Flying Eyes”

While surfaced, the Wagner utilizes a Heavy Electron Bolter. When The Cybran air scout sports an older design and is pretty typical in its
submerged, the Wagner reconfigures its Bolter to fire torpedoes. functionality. It has a great visual radius, high speed, no weapons and
light armor.

T2 Mobile Missile Launcher “Viper” T1 Interceptor “Prowler”

The Viper is the upgrade to the Medusa, substituting EMP Grenades The Prowler is a state-of-the-art air-superiority fighter. Its Autocannon
with a Loa Missile System; the missiles split when they are hit by sacrifices damage for a high rate of fire and accuracy; it literally tears
enemy missile defenses. In addition, the Viper has superior armor and its target apart with hundreds of rounds.
handling characteristics.

T2 Mobile Anti-Air Flak Artillery “Banger” T1 Attack Bomber “Zeus”

The Banger fires a shell that creates a temporary electromagnetic The Zeus packs a large punch by deploying a bomb that detonates
storm in a small radius. This damages enemy electronics and will just before impact, delivering a powerful area–of–effect explosion and
cause failures in the enemy systems, destroying the unit. exposing the area to a concentrated dose of radiation.

36 CHAPTER 7 CHAPTER 7 37
T1 Light Air Transport “Skyhook” T4-X Gunship “Soul Ripper”
This small transport is designed to carry a very small task force of bots The Ripper bristles with weaponry, including a pair of Heavy Iridium
and/or tanks. It is very fast but lacks the cargo capacity, armor and Rocket Racks.
weaponry of its heavier counterpart.

T1 Frigate “Trident” Class


T2 Gunship “Renegade”
The Trident serves as a heavily armed mobile radar and sonar
The Renegade is a fast attack copter designed to provide platform. Armed with a Proton Cannon and an Anti–Air Auto–cannon,
ground support. The twin rocket tubes launch direct–fire it is capable of providing basic direct fire and anti-air support.
rockets at ground targets.

T1 Attack Submarine “Sliver”


T2 Torpedo Bomber “Cormorant”
The fourth generation of a venerable design, the Sliver has seen
The Cormorant drops torpedoes that cause serious damage to naval service across the galaxy. It sports a Nanite Torpedo Launcher and a
vessels and structures. deck-mounted Heavy Laser for surface operations.

T2 Cruiser “Siren” Class


T2 Air Transport “Dragon Fly”
The Cybran cruiser can serve many roles, but it is primarily an anti-air
The Dragon Fly can easily carry a small squad of bots or vehicles. Its and short-range rocket platform. This cruiser also offers aircraft repair
single Autocannon lets it defend itself against air attacks while its EMP and refueling capabilities.
Cannon can stun targets for a short time.

T2 Destroyer “Salem” Class


T3 Spy Plane “Spook” A single Dual Proton Cannon makes up the Salem’s primary direct
fire capability. This destroyer deploys legs when it encounters land,
The Spook uses a sonic resonance scanner that is capable of bridging enabling it to walk, albeit very slowly.
the gap between conventional radar and sonar. In addition, the Spook
can be set to fly in stealth mode.

T3 Battleship “Galaxy” Class


T3 Air-Superiority Fighter “Gemini”
The Galaxy Class Battleship is completely and utterly loaded with
The Gemini features a Nanite Missile system that fires volleys of small weaponry. Its primary role as a direct fire and bombardment vessel is
missiles in a spread to maximize hit probability. It has more armor covered by its six Proton Cannons.
than the Prowler, but is still a relatively light unit.

T3 Aircraft Carrier “Command” Class


T3 Strategic Bomber “Revenant”
To protect its aircraft, the Command Class supports a full compliment
The Revenant’s proton bomb does considerable initial damage that of light Anti-Air Autocannons, while a single ‘Zapper’ Anti-Missile
radiates outward. Additionally, the Revenant features a rear-mounted Turret protects its cargo from incoming missiles.
Flak Cannon and an onboard stealth field.

38 CHAPTER 7 CHAPTER 7 39
T3 Strategic Missile Submarine “Plan B”
T2 Tactical Missile Defense “Zapper”
A special internal construction bay allows the Plan B to build and
store single warheads that are designed to decimate forces at a This anti-missile system has extremely fast targeting capability and
strategic level. is quick enough to detonate incoming missiles and rockets. When
constructed over water, it is built on a flotation platform.

T1 Gun Tower
T2 Heavy Torpedo Launcher
The standard ground defense for civilian and secondary military
outposts, the Tech 1 Point Defense features a Heavy Laser Autogun that The Heavy Torpedo Launcher uses the same Nanite torpedoes as the
provides ample defense without draining the local economy. Tech 1 version, but fires multiple torpedoes in quick succession until
the target is destroyed.

T1 Anti-Air Turret “Tracer”


T2 Shield Generator “ED1”
The Tracer employs the standard Cybran Anti–Air Auto–cannon for
anti-air defense rather than a direct fire laser. When built over water, The ED1 blocks incoming projectiles and energy signatures. This shield
the Tracer is fitted with a flotation platform. generator can be upgraded four times, with each upgrade increasing
the operating costs, radius and strength of the shield.

T1 Torpedo Launcher “Scuttle”


A re-engineered Gun Tower, the Autogun has been replaced with T2 Heavy Artillery Cannon “Gunther”
a Nanite Torpedo Tube and fitted with a flotation device. It fires the
standard Cybran Nanite Torpedo. Firing a unique Molecular Resonance Shell, the Gunther is built on an
extremely strong, stable platform that minimizes vibration and recoil.
This allows the gun to fire quickly and efficiently.
T1 Wall Section
Like the other factions, the Cybrans employ modular wall pieces T2 Tactical Missile Launcher “TML-4”
to protect their structures from unwanted intrusion and direct
weapons fire. This tactical missile launcher employs a Loa Missile System. Five
missiles can be stored in individual launchers. The unit must be
ordered to construct its missiles.

T2 Point Defense “Cerebus”


The upgrade to the standard Gun Tower, the Cerebus comes equipped T2 Air Staging Facility
with three vertically stacked particle cannons.
The Air Staging Facility is a complete refueling and repair platform
that is designed to extend the effective range of aircraft.

T2 Anti-Air Flak Artillery “Burst Master”


T3 Anti-Air SAM System “Myrmidon”
This sturdy tower features the same weapon as the Banger mobile
anti-air unit. The weapon damages electronics and will eventually The Myrmidon relies on hitting fast and often. Its eight Nanite
cause a failure in core systems, destroying the unit. Missile Systems fire a continuous stream of missiles until its
target is destroyed.

40 CHAPTER 7 CHAPTER 7 41
T3 Strategic Missile Defense “Guardian” T1 Air Factory
The Guardian is designed to disable incoming strategic missiles The Air Factory creates the initial mobile units necessary to wage a
before the missile reaches its target. The Guardian must be ordered to war. The factory is outfitted to create only air-based units. The factory
construct its defensive missiles. can be upgraded to Tech 2 and can assist other factories.

T3 Artillery Installation “Disruptor” T1 Naval Factory


The biggest gun in the Cybran arsenal, the Disruptor has incredible The Naval Factory creates the initial mobile units necessary to wage a
range and firepower. The only Cybran unit that has greater range is the war. The factory is outfitted to create only naval units. The factory can
Strategic Missile Launcher. be upgraded to Tech 2 and can assist other factories.

T3 Strategic Missile Launcher “Liberator” T2 Engineer


An internal construction bay allows this missile launcher to build and This is an upgraded version of the Tech 1 Engineer and is capable of
store up to five warheads that are designed to decimate forces at a building more complex structures. It is built at a Tech 2 factory.
strategic level. The unit must be ordered to construct its missiles.

T2 Land Factory
T3 Quantum Gateway Node “Summoner”
This is the upgrade to the Tech 1 Land Factory. This factory can be
The Summoner can call a Support Commander to the battlefield. upgraded to Tech 3, which gives the factory access to advanced unit
patterns. It can assist other factories.

T4-X Rapid Fire Artillery “Scathis”


T2 Air Factory
The Scathis Rapid Fire Artillery uses a heat distribution system that lets
it rapidly fire the military’s most potent artillery shells. The Energy cost This is the upgrade to the T1 Air Factory. This factory can be upgraded
is the only limit to the rate of fire. to Tech 3, which gives the factory access to advanced unit patterns. It
can assist other factories.

Cybran Construction
T2 Naval Factory
T1 Engineer
This is the upgrade to the Tech 1 Naval Factory. This factory can be
The Engineer is a multi-purpose construction, repair, capture and upgraded to Tech 3, which gives the factory access to advanced unit
reclamation unit. It is amphibious and can skim across the water’s patterns. It can assist other factories.
surface to construct naval facilities.

T3 Engineer
T1 Land Factory
This is an upgraded version of the Tech 2 Engineer and is capable of
The Land Factory creates the initial mobile units necessary to wage a building more complex structures. It is built at a Tech 3 factory.
war. The factory is outfitted to create only land-based units. The factory
can be upgraded to Tech 2 and can assist other factories.

42 CHAPTER 7 CHAPTER 7 43
T3 Land Factory T1 Mass Fabricator
This is the upgrade to the Tech 2 Land Factory. This factory cannot be The Mass Fabricator is an ingenious system for converting pure
upgraded any further. It can assist other factories. Energy into usable Mass. The Energy costs are immense, so it is only
viable when little or no Mass is available.

T3 Air Factory T1 Mass Storage

This is the upgrade to the Tech 2 Air Factory. This factory cannot be The Mass Storage Unit increases the maximum Mass capacity of
upgraded any further. It can assist other factories. a Commander’s economy. The MSU dispenses the Mass for the
construction or operation of vital structures and units. Build adjacent
to Extractors and Fabricators to receive a bonus.

T3 Naval Factory
T2 Power Generator
This is the upgrade to the Tech 2 Naval Factory. This factory cannot be
upgraded any further. It can assist other factories. The upgrade to the Power Generator, the Tech 2’s construction cost is
high. Construction of structures next to a Tech 2 Generator improves
the operating efficiency of the adjacent structures.
Cybran Resource Management
T1 Power Generator T2 Mass Extractor
The Tech 2 Extractor is upgraded from the Mass Extractor or built by a
The Power Generator is a cheap, solid, stable source of Energy
Tech 2 Engineer. This version is more costly to maintain, but results in
generation. Power Generators can be linked to other structures, giving
much faster Mass collection.
the linked structure a small reduction in operating costs.

T1 Hydrocarbon Power Plant T3 Power Generator “Ion Reactor”


The Ion Reactor is the best front-line Energy supply available.
Deposits of hydrocarbon are a viable form of Energy. The HCPP is
Construction of structures next to an Ion Reactor improves the
much more efficient than a standard Power Generator.
operating efficiency of the adjacent structures.

T1 Energy Storage T3 Mass Extractor


The Energy Storage Unit increases the maximum Energy capacity of
The Tech 3 Extractor is upgraded from the Tech 2 Extractor or built by a
a Commander’s economy. The ESU releases this Energy for either the
Tech 3 Engineer. This version is more costly to maintain, but results in
construction or operation of vital structures and units. Build adjacent
much faster Mass collection.
to Generators to receive a bonus.

T1 Mass Extractor T3 Mass Fabricator


The Mass Fabrication Facility produces a large amount of Mass at
Mass is a valuable resource in the Infinite War and is mined by Mass
an exorbitant Energy cost. Only an infrastructure with a tremendous
Extractors. The Tech 1 Extractor can be upgraded to a Tech 2 version.
amount of Energy would be able to operate one of these facilities.

44 CHAPTER 7 CHAPTER 7 45
Cybran intel aeon illuminate
T1 Radar System “Magno” During humanity’s second great expansion into galactic space, Commander Trent Smith
of the Earth Empire led a group of scientists and colonists to Seraphim II, a planet
The base Cybran radar has limited range and armor, but is approximately five times the size of Earth. Here, for the first time, humanity encountered
exceptionally cheap to build. This system can be upgraded. intelligent alien life. Commander Smith, following previously untested protocols for
dealing with intelligent alien species, quarantined the planet and refused to allow any
outside communication so that Earth’s position would not be compromised.

T1 Sonar System “Noah” As recorded in Smith’s log entries, he ordered the human colonists that were under
his command to meet the aliens—dubbed Seraphim, as their actual name was
The Cybran’s sonar installation is very similar to the radar equivalent.
unpronounceable by humans—with violence. The exact reasoning for his extreme reaction
Serving as a cheap, short-range detection mechanism, the Noah does
is unknown.
its job well. This system can be upgraded.
Smith’s violent reaction prevented any real discourse between the two species.
However, the human colony’s biologist, Dr. Jane Burke, sought out and secretly
T2 Radar System befriended the Seraphim. Others joined her and soon a small group of humans were
regularly visiting and learning from the Seraphim.
The Tech 2 Radar System is a long-range equivalent to the Tech 1
system. This Tech 2 Radar Installation can be upgraded from the Tech 1 The Seraphim taught the humans advancements in Quantum and temporal mechanics.
version and upgraded into the Tech 3 Omni Sensor. More importantly, they introduced a philosophical viewpoint considered unimaginable
by human minds, a way of peace and love so advanced that it completely shifted their
perception of the universe.
T2 Sonar System
After learning of Burke’s involvement with the aliens, Smith became convinced that she
This is a long-range equivalent to the Tech 1 Sonar System. This Tech 2 had been brainwashed. He led the remaining Imperial colonists in a massive and suicidal
Sonar Installation can be upgraded from the Tech 1 version and into a campaign to destroy the aliens and Seraphim II. Despite purported millennia of peace and
mobile variant. love by the Seraphim, the UEF forces were surprised to encounter strange, yet superior,
alien war machines.

Just before Smith’s forces fell to the superior might and numbers of the Seraphim’s
T2 Stealth Field Generator “Twilight” warrior monks, Smith’s scientists succeeded in engineering a strain of virus unlike
anything encountered on Seraphim II. The Seraphim were caught off guard and, despite
With this field active, any units within its radius will not show up
Dr. Burke’s best efforts, were only able to slow the deadly effects. With the entire
on radar. The Twilight does nothing to shield a unit from optical
atmosphere saturated, not one Seraphim went unexposed.
sensors, however.
During the last days between man and alien, the Seraphim decided to teach Burke as
much as possible about their ‘Way.’ In the middle of one lesson, Burke experienced a
vision of a galaxy torn apart; entire stars stripped of their resources and left to die, planets
T3 Sonar Platform destroyed, and more life needlessly lost than could be imagined. At that moment Burke
was convinced that the Seraphim’s “Way” was the only means to prevent the Empire from
The Tech 3 Sonar Platform is a mobile, long-range sonar system. destroying everything.

Over 100 years later, and after many Empire probes and expeditions to Seraphim space
were lost, a message made its way to Earth. The message was simple: The remaining
T3 Omni Sensor Array “Olympus” Seraphim II colonists, now calling themselves the Aeon Illuminate, invited the Empire to
embrace the teachings of the wise alien culture and to share in “something beautiful”.
The Omni Sensor Array is the ultimate in intelligence gathering. In
addition to a very long range, the Omni will also counter stealth As Burke’s visions predicted, the Empire refused to reply and sent military forces to
fields and other cloaking technology. quarantine Seraphim II. In the eyes of the Aeon, the Empire’s destiny as defilers and
destroyers of worlds was sealed.

46 CHAPTER 7 CHAPTER 7 47
Culture A strong woman with an amazing amount of charisma. Princess Rhianne enjoys a great
deal of support among the Aeon. However, intercepts of Aeon communication signals
The Aeon love grace, beauty and cherish esoteric peace. One can readily imagine this
seem to indicate that Princess Rhianne is attempting to steer the Aeon in a new direction:
relatively new culture living a monk-like, minimalist lifestyle. The average Aeon citizen
The emphasis is on establishing a lasting peace as opposed to cleansing. It remains to be
is soft-spoken, modest and internally disciplined. These are necessary traits inside of a
seen if that is a genuine, substantial shift, or merely Aeon propaganda.
population with such intimate awareness of each other, and the teachings left behind by
the alien population are incredibly valuable in promoting a “harmonious existence.”
Name: Evaluator Toth
However, without the guidance of the original Seraphim, the Aeon are unable to fully Age: 72
master The Way. As a result, the portents of the future are wrought with confusion and
blurriness. The only thing they “know” for certain is that if they fail, humanity Like most Aeon officials, the life of Evaulator Toth
will destroy itself. is classified. In fact, even her first name is unknown.
However, Aeon records indicate that the
Evaulator is the principle advisor to the Princess;
Military due to Toth’s age, it is estimated that she has advised
The elegant lines and shapes of Aeon units underscore their foundation in purity and at least three Princesses. It is also believed that
beauty. Underneath the gleaming exterior, however, is the cruel machinery of destruction – Evaulator Toth personally selected the last two
with weapons jutting out from their seamless hulls to devastate the enemy. This dichotomy Princesses, including current Princess Rhianne
of beauty and cruelty is present throughout their design. Burke, although that cannot be confirmed.

Aeon military units are often highly specialized to a single purpose, and they are more
likely to make use of sonic-based technologies, gravity weapons and specialized Quantum
effects. They tend to employ energy fields as a counter measure and expertly utilize the
otherwise tricky science of anti-matter as a tremendous power source, as well as in devices
Name: Jaran Marxon
that exploit its explosive properties. They are also known for their advanced mobility in
Rank: Avatar-of-War
even the roughest terrain.
Age: 51

Aeon military tactics generally focus on overwhelming offensive maneuvers designed


One of the most feared men in the entire galaxy,
to take down entire enemy strongholds as quickly as possible. Aided by the specialized
Avatar-of-War Marxon holds the highest military
design of their units, they move in rapidly and achieve their goals with surprising speed.
rank in the Illuminate. No records exist concerning
Marxon’s life, although it is widely believed that he
Aeon soldiers are ascetic warriors whose Spartan-like training and lifestyle have prepared
originally studied to be a priest.
them for the ordeals of cleansing human taint from the galaxy. Interestingly, most Aeon
military figures are female. While they have compassion for their human brethren, the
There is no question that Marxon’s military record is without peer: He was won more
Aeon realize that the other factions are not yet capable of voluntarily embracing a higher
battles than any other Aeon commander. Ruthless and devoid of mercy, Marxon kills
way of life. Such being the case, they must be “cleansed” – eliminated from existence.
anyone who stands against him, even if they attempt to surrender.

Key Aeon characters Aeon Illuminate Units & Structures


Name: Rhianne Burke
T3 Support Commander Support Command Unit
Rank: Princess of the Aeon Illuminate
Age: 27
This unit can continually rebuild and repair any unit or structure.
It is self-repairing and capable of traversing through large
Records concerning Princess Rhianne Burke are
bodies of water. The Support Commander is summoned
highly classified. What is known is that she was born
through a Quantum Gate.
into a caste of seers and her lineage guaranteed that
she would be a strong candidate to ascend the throne.
When the previous Princess Miranda Burke, retired, T1 Land Scout “Spirit”
Princess Rhianne assumed the throne with a great
deal of fanfare. With fast speed and a capable weapon, the Spirit is a good
scout with decent firepower.

48 CHAPTER 7 CHAPTER 7 49
T1 Light Assault Bot “Flare” T2 Mobile Shield Generator “Asylum”
These incredibly fast bots are designed for pure damage. The The Asylum employs a combination of electromagnetic and kinetic
Short-Range Sonic Pulsar mounted on each arm fires fan-shaped, generators to create a shield around a large area. It is generally used
focused sound waves that permeate and disrupt solid matter. to provide additional protection for ground assaults.

T1 Light Tank “Aurora”


T3 Siege Assault Bot “Harbinger”
The Aurora has extremely light armor, though it has excellent
range and damage. Luckily for the other factions, the Aurora’s The Harbinger features a High Intensity Laser as well as a simplified
Disruptor Cannon has a very slow rate of fire. Reclamation and Repair system that allows the unit to reclaim Mass in
the field and repair other units.

T1 Mobile Light Artillery “Fervor”


T3 Mobile Heavy Artillery “Serenity”
The Fervor makes up for its lack of accuracy by covering a target area
with dozens of shells. These shells have a very small detonation radius,
but deliver an incredible punch. The Aeon’s mobile heavy artillery delivers incredible damage at
extremely long ranges. The Sonance Feedback Shell detonates and
starts a chain reaction in a small area of effect.

T1 Mobile Anti-Air Gun “Thistle”


The Thistle sports a fast firing sonic pulse battery. This weapon is T4-X Sacred Assault Bot “Galactic Colossus”
designed to disrupt the lighter armor found on aircraft and cause
critical structural damage. The Colossus carries a Phason Laser that incinerates nearby units. It
also uses gravity claws to pull in nearby enemy units.

T2 Heavy Tank “Obsidian”


The Obsidian utilizes a Quantum Cannon, a powerful, yet slow-firing T1 Air Scout “Mirage”
weapon. All Obsidians feature a Tachyon Shield Generator which, when
active, generates a shield around the unit. In keeping with the Aeon philosophy of simple, single purpose
units, the Mirage is little more than a highly guidable missile with an
advanced optical sensor suite.

T2 Mobile Missile Launcher “Evensong”


Featuring a ‘Serpentine’ Tactical Missile Rack, the Evensong is effective T1 Interceptor “Conservator”
out to medium ranges, but does relatively light damage, necessitating
several shots to destroy a target. This Interceptor forgoes extra systems for focused firepower against
air targets. The Conservator’s Sonic Pulse Battery is ideally suited for
dog fighting enemy aircraft.

T2 Mobile Flak Artillery “Ascendant”


The Ascendant is armed with a Temporal Anti-Air Fizz Launcher. This T1 Attack Bomber “Shimmer”
device creates a ‘bubble’ that damages the enemy on a Quantum level,
causing the target to tear itself apart. The Shimmer releases a single, highly explosive Chrono Bomb. A
residual temporal field remains for a few moments after the bomb’s
detonation, briefly freezing enemy units.

50 CHAPTER 7 CHAPTER 7 51
T1 Light Air Transport “Chariot” T4-X Flying Fortress “CZAR”
This minute transport is designed to carry a very small task force of The CZAR’s most fearsome weapon is the large Quantum Beam
bots and/or tanks. It is very fast, but lacks the cargo capacity, armor Generator mounted in the center of the unit. If that wasn’t enough, the
and weapon fire of its heavier counterpart. CZAR can carry an entire wing of aircraft.

T2 Gunship “Specter” T1 Frigate “Beacon” Class


This rotorcraft has a Quad–Barreled Light Laser mounted on its The Beacon is the mainstay of the Aeon navy. Its radar and sonar
underside. This weapon does light damage but has an incredibly fast capability make it a must for inclusion in naval battle groups.
rate of fire.

T1 Attack Submarine “Sylph”


T2 Torpedo Bomber “Skimmer”
The Sylph is a focused ship hunter. It carries two standard Aeon
The Aeon torpedo bomber drops a payload of Harmonic Depth Chrono Torpedos and is equivalent in performance to the other
Charges, which home in on their target and explode, disrupting the faction’s attack subs.
integrity of the ship’s hull and causing structural damage.

T1 Attack Boat “Shard”


T2 Air Transport “Aluminar”
The Shard provides anti-air support for the Aeon fleet. It carries the
The Aluminar is a mobile air transport. It is designed to carry a small standard Aeon Anti-Air Sonic Pulse Battery. The Shard sacrifices armor
task force of bots and/or tanks. It has much heavier armor than the for additional speed.
Chariot and carries Sonic Pulse Batteries.

T3 Spy Plane “Seer” T2 Cruiser “Infinity” Class


The Aeon’s top of the line mobile intelligence unit is the Seer. Though
Designed to provide excellent anti-air protection, the Infinity comes
it lacks sonar capability, it has good flight range and large optical and
equipped with two Surface-to-Air ‘Zealot’ Missile Launchers and a
radar coverage.
Dual Barreled Quantum Cannon for direct fire support.

T3 Air-Superiority Fighter “Corona” T2 Destroyer “Exodus” Class


The Corona is the first attempt to integrate Seraphim technology into
Built for direct fire support and sub hunting, the Exodus carries
an Aeon unit. The Corona’s Quantum Displacement Autocannon fires a
an Oblivion Cannon, as well as a variety of anti-sub and
bursting shell, much like flak.
anti-torpedo weapons.

T3 Strategic Bomber “Shocker” T3 Battleship “Omen” Class


Shockers drop a single Quark Bomb. These bombs have a small
The Omen carries three Oblivion Cannons, which despite their slow
detonation radius but inflict considerable damage. The Shocker can
rate of fire, are still devastating weapons. Two “Will-O-Wisp” Anti-
also deploy a Decoy Flare that can distract enemy targeting computers.
Missile Flares offer some protection against tactical missiles.

52 CHAPTER 7 CHAPTER 7 53
T3 Aircraft Carrier “Keefer” Class T2 Point Defense “Oblivion”
The Keefer can hold several squadrons of aircraft and refuel and repair The Oblivion, named for the Oblivion Cannon it uses, is a heavily
any craft that lands. It has no offensive armaments, but does have a armored defensive tower. The Aeon Oblivion Cannon is a slow,
pair of Zealot Surface-to-Air Missile Launchers. devastating weapon with area-of-effect damage.

T3 Strategic Missile Submarine “Silencer” T2 Anti-Air Flak Artillery


The Silencer is a submersible missile platform. Its primary arsenal is Rather than using standard flak, the Aeon utilize a Temporal Anti-Air
an array of Serpentine tactical missiles. The Silencer can refit two of its Fizz Launcher. This device creates a ‘bubble’ that damages the target
cruise missiles with a strategic warhead. on a Quantum level, causing the target to tear itself apart.

T4-X Submersible Battleship “Tempest” T2 Tactical Missile Defense “Volcano”


The Tempest can attack with Heavy Chrono Torpedo Launchers. The Volcano utilizes the Will-O-Wisp tactical missile flare that pulls
Surfacing gives the unit access to a single Oblivion cannon. It also has incoming projectiles towards it where it safely detonate the incoming
the ability to construct a light support fleet in the field. missile or rocket. It can be built on water.

T1 Point Defense “Erupter” T2 Torpedo Launcher


The standard ground defense for civilian and secondary military An up-armored version of the Tech 1 Torpedo Launcher, the Tech 2
outposts, the Erupter features a Graviton Projector that provides version is equipped with a Chrono Torpedo Pack Launcher.
ample defense without draining the local economy.

T1 Anti-Air Pulse Battery “Seeker” T2 Shield Generator “Shield of Light”


The Seeker employs the standard Aeon Anti-Air Pulse Battery for anti- The Shield of Light is the Aeon version of the shield. It employs a
air defense rather than a direct fire weapon. When built over water, the combination electromagnetic and kinetic generator to defeat incoming
Seeker is fitted with a flotation platform. missiles and other ordinance.

T1 Torpedo Launcher “Tide”


T3 Anti-Air Sam Launcher “Transcender”
A cheap, effective naval defense, the Tide utilizes the standard Aeon
Chrono Torpedo Tube housed in a lightly armored tower. It can only be Unlike other anti-aircraft systems, this weapon fires a single Zealot
built on water. missile at its target. When constructed over water, this SAM launcher
is built on a flotation platform.

T1 Wall Section T3 Strategic Missile Defense “Patron”


Like the other factions, the Aeon employ modular wall pieces to protect The Patron is designed to destroy incoming strategic missiles before
their structures from unwanted intrusion and direct weapons fire. the missile reaches its target. This launcher can store five missiles. The
Patron must be ordered to build its defensive missiles.

54 CHAPTER 7 CHAPTER 7 55
Aeon Illuminate Construction
T3 Heavy Shield Generator “Radiance”
T1 Engineer
An upgrade to the Shield of Light, the Radiance can absorb more
damage and has a larger radius of protection.
The Engineer is a construction, repair, capture and reclamation unit. It
is amphibious and can create naval facilities. Sacrificing it during the
construction process will add instant build value.
T2 Artillery Installation “Miasma”
T1 Land Factory
An emplaced artillery piece, the Miasma is named after its munition,
the Miasma Shell, which does incredible damage.
The Land Factory creates the initial mobile units necessary to wage a
war. The factory is outfitted to create only land-based units. The factory
can be upgraded to Tech 2 and can assist other factories.

T2 Tactical Missile Launcher


T1 Air Factory
This weapon can construct and store up to eight missiles. The missiles
cause “burst” damage and have a decent sustained fire. The unit must
The Air Factory creates the initial mobile units necessary to wage a
be ordered to construct its missiles.
war. The factory is outfitted to create only air-based units. The factory
can be upgraded to Tech 2 and can assist other factories.

T2 Air Staging Facility “Cradle”


T1 Naval Factory
The Cradle is a complete refueling and repair platform that is designed
to extend the effective range of aircraft.
The Naval Factory creates the initial mobile units necessary to wage a
war. The factory is outfitted to create only naval units. The factory can
be upgraded to Tech 2 and can assist other factories.

T3 Heavy Artillery Installation “Emissary”


The Aeon’s highest tier artillery fires Sonance Feedback Shells
T2 Engineer
that wreak incredible damage at extremely long ranges and with
phenomenal accuracy, but at a reduced rate of fire.
This is the upgraded version of the Tech 1 Engineer and is capable of
building more complex structures. It is built at a Tech 2 factory.

T3 Strategic Missile Launcher “Apocalypse” T2 Land Factory


This missile launcher can construct and store five Quantum Distortion
This is the upgrade to the Tech 1 Land Factory. This factory can be
Warheads. These warheads provide for overwhelming, long-range
upgraded to Tech 3, which gives it access to advanced unit patterns. It
firepower. The unit must be ordered to construct its missiles.
can assist other factories.

T2 Air Factory
T3 Quantum Gateway “Portal”
This is the upgrade to the Tech 1 Air Factory. This factory can be
The Portal can summon a Support Commander to the battlefield.
upgraded to Tech 3, which gives it access to advanced unit patterns. It
can assist other factories.

56 CHAPTER 7 CHAPTER 7 57
T2 Naval Factory T1 Energy Storage
This is the upgrade to the Tech 1 Naval Factory. This factory can be The Energy Storage Unit increases the maximum Energy capacity of
upgraded to Tech 3, which gives it access to advanced unit patterns. It a Commander’s economy. The ESU releases this Energy for either the
can assist other factories. construction or operation of vital structures and units. Build adjacent to
Generators to receive a bonus.

T3 Engineer T1 Mass Extractor


This is the upgraded version of the Tech 2 Engineer and is capable of Mass is a valuable resource in the Infinite War and is mined by Mass
building the most complex structures. This is the only Engineer that Extractors. The Tech 1 Extractor can be upgraded to a Tech 2 version.
can build Experimental units. It is built at a Tech 3 factory.

T1 Mass Fabricator
T3 Land Factory
The Mass Fabricator is an ingenious system for converting pure Energy
This is the upgrade to the Tech 2 Land Factory. This factory cannot be into usable Mass. The Energy costs are immense, so it is only viable
upgraded any further. It can assist other factories. when little or no Mass is available.

T1 Mass Storage
T3 Air Factory
The Mass Storage Unit increases the maximum Mass capacity of
This is an upgrade to the Tech 2 Air Factory. This factory cannot be a Commander’s economy. The MSU dispenses the Mass for the
upgraded any further. It can assist other factories. construction or operation of vital structures and units. Build adjacent to
Extractors and Fabricators to receive a bonus.

T3 Naval Factory T2 Power Generator


This is an upgrade to the Tech 2 Naval Factory. This factory cannot be The upgrade to the Power Generator, the Tech 2’s construction cost is
upgraded any further. It can assist other factories. high. Construction of structures next to a Tech 2 Generator improves
the operating efficiency of the adjacent structures.

Aeon Illuminate Resource Management


T2 Mass Extractor
T1 Power Generator
The Tech 2 Extractor is upgraded from the Mass Extractor or built by a
The Power Generator is a cheap, solid, stable source of Energy
Tech 2 Engineer. This version is more costly to maintain, but results in
generation. Power Generators can be linked to other structures, giving
much faster Mass collection.
the linked structure a small reduction in operating costs.

T1 Hydrocarbon Power Plant T3 Power Generator “Quantum Reactor”


Deposits of hydrocarbon-containing natural resources are a viable
The Quantum Reactor provides the best front-line Energy supply.
form of Energy. The HCPP is much more efficient than a standard
Construction of structures next to a Quantum Reactor improves the
Power Generator.
operating efficiency of the adjacent structures.

58 CHAPTER 7 CHAPTER 7 59
T3 Mass Extractor T3 Sonar Platform
The Tech 3 Extractor is upgraded from the Tech 2 Extractor or built by The Sonar Platform is a mobile equivalent to the long range sonar
a Tech 3 Engineer. This version is more costly to maintain, but results system. It also houses a series of anti-torpedo launchers. This Tech 3
in much faster Mass collection. Sonar Installation can be upgraded from the Tech 2 version.

T3 Mass Fabricator
T3 Omni Sensor Array
The Mass Fabrication Facility produces a large amount of Mass at
an exorbitant Energy cost. Only an infrastructure with a tremendous The Omni Sensor Array is the ultimate in intelligence gathering. In
amount of Energy would be able to operate one of these facilities. addition to a very long range, the Omni will also counter Stealth Fields
and other cloaking technology.

Aeon Illuminate Intel


T1 Radar System
The base radar has a limited range and armor, but is exceptionally
cheap to build. This system can be upgraded for longer ranges
and other abilities.

T1 Sonar System
The Aeon’s sonar installation is very similar to the radar equivalent.
This system can be upgraded for longer ranges and other abilities.

T2 Radar System
The Tech 2 Radar System is a long-range equivalent to the Tech 1
system. This Tech 2 Radar Installation can be upgraded from the Tech 1
version and upgraded into the Tech 3 Omni Sensor.

T2 Sonar System
This is a long-range equivalent to the Tech 1 Sonar System. This Tech 2
Sonar Installation can be upgraded from the Tech 1 version and into a
mobile variant.

T2 Stealth Field Generator


The Stealth Field Generator covers a decent area with an advanced
radar-jamming field. This field masks the presence of any units in it
from the radar, but has no effect on line-of-sight.

60 CHAPTER 7 CHAPTER 7 61
Host custom games

Supreme Commander offers support for both multiplayer and skirmish games. You can When you elect to host a custom game, you choose all of the game’s criteria – for example,
access both modes of play through the Main Menu, and they share several key features. the victory conditions, the map and the number of players you will host. Click Host Custom
(Additional multiplayer information is provided later in this chapter.) Game to get started – the first step is choosing a name for your game. After that, you will
enter the Supreme Commander game lobby, where you can choose your settings and start
These are the basics you’ll need to know to play either mode. All of these options can be the game when you are ready.
toggled by the game’s host.

Victory Conditions join custom games


Assassination: Destroy the enemy’s Commander You can review a list of games to join, sorting them by various criteria, such as the number
Annihilation: Destroy the enemy’s units of players, the map, etc. Left-click on the game’s name from the list and click Join Game, or
Supremacy: Destroy the all of the enemy’s structures, Engineers and Commanders double click on the game’s name, to enter the game’s lobby.

Fog of War
ranked games
Explored: The terrain is mapped
Unexplored: The terrain is unexplored
Supreme Commander’s online service provides anonymous matchmaking, allowing
None: Full vision across the map
players of similar rankings and skill levels to locate and battle against one another. To get
started, click the Play Ranked Game button and choose your search options – setting map
Unit Cap preferences (setting thumbs up, thumbs down or neutral for each map) and choosing
a faction. Once complete, the system will begin searching for a suitable player based
Determines the maximum number of units each player can command. on both players’ ratings and choice of options. Once a match is found, both players are
prompted to start the game.
Note: In multiplayer games, all players must press the Ready button before the game can
start. This is not required in skirmish games. Ranked Games use the game’s default options and victory conditions, and the online
service automatically selects a map based on each player’s stated preferences – neither
player can specifically choose the map before the game. Ranked Games are anonymous –
you will not know your opponent before the game begins – opponents are merely selected
Online Multiplayer Service from among the pool of available players and matched accordingly.

Supreme Commander’s free online multiplayer service is automatically installed when arranged team games
you install Supreme Commander. This service lets you battle opponents from around the
world, host and find games, save a friends list, build a clan and track your progress with
Arranged Team Games allow you and your chosen friends to locate and challenge other
free, built-in rankings and ladders.
teams of players in ranked team games. Click Arranged Team Games to get started
and invite players to join your team. Once your team is assembled, the service will
To start playing online, simply click Multiplayer from the game’s Main Menu. The game’s
automatically match you with a similarly skilled team.
online service will launch.

The first step to playing Supreme Commander multiplayer is creating an account – for
that, you’ll need to select an account name (which will be the same as your in-game name,
Rankings, ratings & ladders
so make sure you choose a name you’ll be happy with), a valid e-mail address and your
Supreme Commander CD key. Supreme Commander’s online service automatically tracks wins, losses, draws and other
statistics and provides official Supreme Commander rankings for each player based on
Once you have logged onto the multiplayer service, you can jump right into the action. their performance in Ranked Games and Arranged Team Games. The rankings are based
on modified ELO ratings, which are similar to chess ratings. In a nutshell, if you win games,
you will receive a higher rating, and if you lose games, your rating will fall. Moreover, if

62 CHAPTER 8 CHAPTER 8 63
you defeat higher-rated opponents or lose to lower-rated opponents, your rating will rise or UI Scripter / Art Production
fall faster, depending on your performance. Production Assistant Manager
Ted Snook Carlos Naranjo
Jim Miller
The online service also allows players to challenge one another via official Supreme The Supreme Production and
Additional Design
Commander ladders that challenge players to “climb the ladder” by winning ranked
games. Ladders and ratings are updated live as games occur. Commander Team Jason Ernsdorff Concept Art
TJ Frame
Production Assistant Rob Johnson
Damian Smolko Mark Post
Design
Production Assistants / Art Sung Campbell
Lead Designer / Creative Director Audrey Cox Paul Brandl
CHAT CHANNELS & PRIVATE MESSAGES Chris Taylor William S. Snoey Steven Thompson
Morien Thomas
Senior Designer Jen Coig
Bradley Rebh Lex Story
Vic Bonilla
Besides handling matchmaking, Supreme Commander’s online service lets users easily AI Designer Content Engineering
chat with one another and even create their own private chat rooms. To join chat, simply John Comes Lead Content Engineer
click the Chat button. To create your own chat room, type /join “room name” (no quotes) Campaign Designer John Comes Units Models
Jason Janicki and Textures
into the chat-text entry field. If you know of a private room name, you can enter it by typing Content Engineering Manager Marcus Ghaly
/join “room name” (no quotes) to enter that specific room. You can always see a list of Designer Matt Mahon Sung Campbell
available chat commands in any room by entering a slash (/) in the text-entry field. Evan Pongress Content Engineer / Jonathan Albert
Mission Systems Paul Brandl
Engineering Dru Staltman Vic Bonilla
You can also send IM-style private messages to any other player by right-clicking on their Lex Story
name and choosing Send Private Message. Private messages are opened in a separate Lead Engineer Content Engineer / Morien Thomas
Jon Mavor Lead Visual Effects Rory Young
window, allowing you and the message recipient to chat privately. Gordon Duclos
Lead Architect Kevin Dalziel
Jeff Petkau Content Engineers Nick Heitzman
Senior Engineers Jessica St. Croix
Data-Link: All updates to Supreme Commander are handled through Bob Berry David Tomandl UI and Online
Andres Mendez Visualization
the online service. When you log in to the service, it will automatically William Howe–Lott
Daniel Teh Content Engineer / Visual Effects Mark Forrer
scan your files and match those against the current version. If an Chris Blackwell Chris Gorski
Additional UI Art
update is available, it will automatically download and install. Graphics and Tools Engineer
Ivan Rumseyt Mission Scripting Jay Vidheecharoen
Jessica St. Croix
David Tomandl Mission Briefing, HUD
FRIENDS & CLANS Balance
Balance and Tuning Lead
Dru Staltman
Matt Mahon
Art and Animation
Jonathan Cooper
Jacob McMahon Brian Fricks Chandana Ekanayake
Christopher Burns Audrey Cox
The online service allows all players to keep a friends list so you can keep track of buddies Balance and Tuning Jen Coig
Mike Marr Ruth Tomandl
and see when they are online. All players can also create their own clan and invite others Grant Roberts Damian Smolko
to join their clan. Clans have several benefits, including their own persistent chat room Balance Production Assistant
Eric Williamson Terrain and Props
open to clan members only. Audio
John Baron
Sound Designer / Audio Director Ian Walker
Production Frank Bry Christopher Burns
LAN GAMES Executive Producer
Kent McNall
Associate Sound Designer Morien Thomas
Howard Mostrom Rory Young
Producer Original Music Score By
To play a multiplayer game over a local area network, click Multiplayer > LAN > Host from Gary Wagner Jeremy Soule Cinematics Direction
the game’s main menu. You will be prompted to choose a name for yourself, which will Associate Producer www.jeremysoule.com Steven Thompson
Jeremy Ables Evan Pongress
appear within the game and the game lobby. As the game’s host, you will enter the game’s
lobby, where you can set the game options (e.g., map, victory conditions, etc). Assistant Producer / Art Direction
Content Engineering Kevin Pun Cinematics
Marc Scattergood Steven Thompson Technical Director
James Haywood
Associate Producer
To join a LAN game, simply choose a name for yourself, highlight an available game on the Art Production
Mission Briefings / FMV
Manager (GPG) Cinematics
list and click Join. You will automatically enter the game lobby, where you can choose your Evan Pongress Mike Swanson
color and faction, and signal your readiness to play. Production & Content Coordinator Cinematic Lead
David Kirwan Steve Thompson
For information on additional multiplayer functionality, please refer to the README.txt file.

64 CHAPTER 8 CREDITS 65
Cinematic Artists Gas Powered Games Senior Engineer Robin Atkin Downes Noelle Bennett Test Leads
Ethan Walker CEO Chad Queen Richard Epcar Christian Piccolo Chris Shanks
Richard Green Chris Taylor Barbara Goodson Jonathan Bloch
In Memory Of
Morien Thomas Kyle Herbert Steven Kitchens
President Software Engineer Derek Allder
Lex Story Kirk Thornton Dorothy Hunt
Vic Bonilla Kent McNall Elijah Emerson Yuri Lowenthal Vicki Wagner Miller Testers
Sung Cambell VP Operations Tools Engineer David Markus H. Robert Berry Sr. Adam Blais
Jonathan Albert Jacob McMahon Marsh Macy Michael McConnohie Ronald James Rumsey Ali Taher
Mary Elizabeth McGlynn James A. Kazokas Brent Uttal
VP Technology Jr. Software Engineer Peggy O’Neal
Additional Art Bartosz Kijanka Jason Bolton Brett Danek
Tara Platt Brillmond Tan
TJ Frame Senior Technologist Kirsten Potter THQ INC.
Ryan Duncan Bryan Berri
Mike Biddlecombe GPG Marketing Jamieson Price Product Development Carlos Aguilar
Ian Farnsworth Phil Proctor
Jason Zayas Controller Brand Manager Director of Project Management Casey Letwinch
Daria Taylor Victor Raider-Wexler Dan Nelson
Jason Robertson Todd Lubsen Isaac C. Singleton Jr. Jeffrey Brown
John Gronquist David Andorka
Support Marketing Karen Strassman Associate Project Manager Dawn Owens
Greg Stackhouse Jeremy Snook Jessica Straus Michael Bilodeau Dennis Gatmaitan
Test Logistics Marketing Coordinator Courtenay Taylor Dewey DeShong
Armando Valdez Director of Creative Management
Test Lead Dave Timoney Paul Levy Sean Dunn Dustin Wiemer
Paul Dahlke Kari Wahlgren Evin Fiorentine
Executive Assistant Editorial Manager Dave Wittenberg Associate Creative Manager
Lisa Thompson Genady Bragarnik
Multiplayer Lab William Harms David Langeliers James Ritchie
Daniel Buehner Webmaster John Schwabl
Special Thanks Production Coordinator
Human Resources Martin Petersen Galen Paolini Jose Castaneda
Testers Bankers Julian Sanchez
Director of HR Artist Debra Hauser Senior Vice President,
Bassama Algusane Michelle Hippe Jay Vidheecharoen Kayron Moore
Brandon Anthony Robin Rosa Product Development Kevin Waters
Aaron Christensen HR Coordinator GPG Store Attorneys Steve Dauterman Lauren Peck
Chris Daroza Kim Aue Aimee Rickerson Patrick Sweeney Vice President, Logan DeMelt
Shawn O’Donnell Dirk Bartram Product Development Mailk Aziz
Micah Jelmberg IT VOICE PRODUCTION Accountants Richard Browne Matt Furnivall
Denise Lawson Senior Global Matt Roussotte
IT Manager Matthew Oldfield
Writers Brian Koloszyc   Linda Towne Localization Manager
Jason Janicki Amy Small Megan Lane
Desktop Support Technician NVIDIA Natasha Clarke
Evan Pongress PCB Productions Rex Sikora European Localisation Director
Bradley Rebh Colleen Parker Peter Guerrero
Peter Young Susanne Dieck Peter La
William Harms IT Tech Support Sarah Tariq
Jacob Hopkins Voice Direction European Localisation Engineer Robert Cota
Keith Arem Cem Cebenoyan Bernd Kurtz Robert LeBeau
Additional Writing Marcie Finnila (GPG) ATI Rory O’Donnell
Pete Gardner Online Multiplayer European Localisation Technician Ruben Gonzalez
Guennadi Riguer Andreas Herbertz
Loren Coleman Producer Alison Kelly Ryan Johnson
Voice Casting
Neal Hallford Frank Rogan Mark Thomas Simon Castillo
Gary Wagner
William Harms Business Development Trevor Fong
Senior Engineer Intel Tyler Knight
Additional Design Senior Vice President,
Sam Demulling Doraisamy Ganeshkumar Will Savard
Multiplayer Map Designer Recording Facilities Paul Lindberg Business Development William Cho
Engineer Gary Rosenfeld
Brett Johnson Tye Jones PCB Productions - Microsoft Willis Kemp
Los Angeles, CA Ric Neil Vice President, Witt Yao
Contract Engineer Signatory Services Business Development
Additional Engineering
Stephen Yu Peter R Gardner
Shanon Drone Digital Synapse Jordan Weismann Tim Campbell PC Supervisor
Mike Biddlecombe Artist Ed Fries Director, Business Jim Krenz
Elijah Emerson Jay Vidheecharoen VO Production Mark Surfas Development (Europe)
Chad Queen Web Designer Coordinator Dan Kelly Andrew Walker
James Loe Valerie Arem Gary McNall QA Technicians
Martin Peterson Quality Assurance Richard Jones
Manual Greg McNall
Doug Rickerson Director, Quality Assurance David Wilson
William Harms NTT New Technology Dialog Editorial Michael Zlotnicki
and Tools Group Jesse Kovarovics The PCB Gang Monica Vallejo
Jamie Vance Jason Willig
VP Engineering Byron Evora Guillem Faura Mastering Lab
QA Managers
Bartosz Kijanka Lance Sun Technicians
Mario Waibel Glen Peters
Senior Engineer Voice Actors Joel Pryde Michael Motoda
James Loe Chris Hargrove Anthony Dunnet
Jack Angel Test Supervisor T. Ryan Arnold
Senior Engineer Valerie Arem Deane McGahan
Dream Smith David Sapienza Heidi Salguero
Mike Biddlecombe Dave Boat

66 CREDITS CREDITS 67
Remastering Project Executive Staff
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68 CREDITS WARRANTY 69
HOTKEYS
Repair r Select all Air units Ctrl-A
Reclaim e Select all Naval Units Ctrl-S
Patrol P Select all Land Units Ctrl-L
Attack A Select all Engineers Ctrl-B
Capture C Select nearest idle Engineer Alt-Period
Stop s Cycle through idle Engineers Period
Dive d Select Commander Alt-Comma
Ferry F Select All Units and buildings Ctrl-X
Guard/Assist I Select all units and buildings on screen Ctrl-C
Transport u Select all engineers on screen Ctrl-Period
Unit pause z Select all factories on screen Ctrl-H
Suicide Selected Units Ctrl-K Select nearest factory H
Attack Move CTRL+Alt+Right Select nearest Land factory Ctrl-Shift-l
Launch tactical missile L Select nearest Air factory Ctrl-Shift-a
Nuke N Select nearest Naval factory Ctrl-Shift-s
Cycle Fire State LeftBracket
Move M

Zoom In q Open the Escape menu Esc


Zoom Out w Toggles the UI on / off CTRL+ALT+F1
Zoom In Fast Shift-Q Toggles life bars on / off Alt-L
Zoom Out Fast Shift-w Toggle Military Overlay Ctrl-W
Track unit t Toggle Defense Overlay Ctrl-E
Track unit on minimap Ctrl-Shift-T Toggle Economy Overlay Ctrl-R
Track unit on 2nd screen Ctrl-Alt-T Toggle Intel Overlay Ctrl-t
Reset Camera v Rename Unit Ctrl-n
Go to Commander Comma Split screen on HOME
Go to Idle Engineer Period Split screen off END
Camera rotate at ground level Spacebar Scroll Up through chat history (by page) Pageup
Scroll Down through chat history (by page) PAGEDOWN
Allied chat (default) ENTER or SHIFT+ENTER
Recall Group 1 1
(then select Allied button)
Recall Group 2 2
Global Chat (All) ENTER or SHIFT+ENTER
Recall Group 3 3
Rotate layout Alt-UpArrow
Recall Group 4 4
Rotate layout Alt-DownArrow
Recall Group 5 5
Toggle Scores F2
Recall Group 6 6
Toggle Transmission Log F3
Recall Group 7 7
Toggle Diplomacy window F4
Recall Group 8 8
Toggle Connectivity Window F11
Recall Group 9 9
Recall Group 10 0
Set Group 1 Ctrl-1
Set Group 2 Ctrl-2
Set Group 3 Ctrl-3 Pause game Pause
Set Group 4 Ctrl-4 Screen Shot Ctrl-F
Set Group 5 Ctrl-5 Decrease game speed NumMinus
Set Group 6 Ctrl-6 Increase game speed NumPlus
Set Group 7 Ctrl-7 Reset game speed NumStar
Set Group 8 Ctrl-8
Set Group 9 Ctrl-9
Set Group 10 Ctrl-0

SUPREME COMMANDER INSTALL CODE


Don’t Lose This Number! This CD Key is required to fully use this product!

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